three实现三维粒子组成的圣诞树带音乐旋转拉伸动画效果代码

代码语言:html

所属分类:三维

代码描述:three实现三维粒子组成的圣诞树带音乐旋转拉伸动画效果代码,音乐祥和温暖。

代码标签: three 圣诞树 粒子 旋转 音乐

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >

<head>

  <meta charset="UTF-8">

  <meta name="viewport" content="width=device-width, initial-scale=1">

  
  
<style>
* {
  margin: 0;
  padding: 0;
  box-sizing: border-box;
}

html,
body {
  overflow: hidden;
  background: #00101a;
}
body {
  font-family: fino-sans, sans-serif;
  -webkit-font-smoothing: antialiased;
  font-weight: 700;
  font-style: normal;
}
.webgl {
  position: fixed;
  width: 100vw;
  height: 100vh;
}

button {
  position: absolute;
  bottom: 3rem;
  left: 50%;
  transform: translateX(-50%);
  -webkit-appearance: none;
  background: crimson;
  color: white;
  font: inherit;
  font-size: 1.5rem;
  padding: 0.75rem 2.5rem;
  border: none;
  border-radius: 1.75rem;
  cursor: pointer;
}

h1 {
  position: absolute;
  color: white;
  top: 3rem;
  left: 3rem;
  right: 3rem;
  text-align: center;
  font-size: 3rem;
}

footer {
  position: absolute;
  left: 0.5rem;
  bottom: 0.5rem;
  color: white;
  font-family: monospace;
  font-size: 14px;
  font-weight: 400;
}

a {
  color: inherit;
}
</style>


</head>

<body >
  <canvas class="webgl"></canvas>
<h1></h1>
<button id="play-music" type="button">Play music</button>

<script type="x-shader/x-vertex" id="vertexShader">
  uniform float uTime;
uniform float uSize;
attribute float aScale;
attribute vec3 aColor;
attribute float phi;
attribute float random;
//attribute float random1;
varying vec2 vUv;
varying vec3 vColor;

void main() {
  float angle = phi;
  angle += uTime * random;
  angle = mod(angle, 39.3);
  float radius = 0.065 * angle;
  float rand = (random - 0.5) * 0.05 * pow(angle, .75);
  vec3 myOffset =
      vec3(radius * cos(angle) + rand,
           2.9 - 2.7 * radius + rand +
               0.1 * (random - .5) * pow(angle, .25) * sin(2.0 * uTime),
           radius * sin(angle) + rand);
  vec3 myPosition = myOffset;
  vec4 modelPosition = modelMatrix * vec4(myPosition, 1.0);

  vec4 viewPosition = viewMatrix * modelPosition;
  viewPosition.xyz += position * aScale * uSize;
  gl_Position = projectionMatrix * viewPosition;

  vColor = aColor;
  vUv = uv;
}
</script>

<script type="x-shader/x-fragment" id="fragmentShader">
  varying vec3 vColor;
varying vec2 vUv;

void main() {
  vec2 uv = vUv;
  vec3 color = vColor;
  float strength = distance(uv, vec2(0.5));
  strength *= 2.0;
  strength = 1.0 - strength;
  gl_FragColor = vec4(strength * color, 1.0);
}
</script>

<script type="x-shader/x-vertex" id="vertexShaderExt">
  #define M_PI 3.1415926535897932384626433832795
varying float vColorMix;
varying vec2 vUv;
uniform float uTime;

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(vec3 v)
  {
  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

// Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
  //   x1 = x0 - i1  + 1.0 * C.xxx;
  //   x2 = x0 - i2  + 2.0 * C.xxx;
  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i);
  vec4 p = permute( permute( permute(
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

//Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

// Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                dot(p2,x2), dot(p3,x3) ) );
  }


mat3 rotation3dY(float angle) {
	float s = sin(angle);
	float c = cos(angle);

	return mat3(
		c, 0.0, -s,
		0.0, 1.0, 0.0,
		s, 0.0, c
	);
}

vec3 rotateY(vec3 v, float angle) {
	return rotation3dY(angle) * v;
}


void main() {
  float t = uTime * 0.1;
  float n = snoise(vec3(position.xy, t)*.2 + t);
  vec3 pos = position + n * 0.1;
  pos += 0.1*snoise(pos + t);
  gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
  vUv = uv;
  vColorMix = n;
}
</script>

<script type="x-shader/x-fragment" id="fragmentShaderExt">
  varying float vColorMix;
varying vec2 vUv;

void main() {
  float n = vColorMix;
  vec2 uv = vUv;
  gl_FragColor = vec4(mix(vec3(uv, 1.0), vec3(0.0, 1.0, 1.0), 1.0 - n*n) , n * n * n );
}
</script>

<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.133.js"></script>

  <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/gsap.3.8.0.js"></script>
      <script type="module">

import {
BloomEffect,
EffectComposer,
EffectPass,
RenderPass,
BlendFunction,
KernelSize } from
"https://cdn.skypack.dev/postprocessing";

class World {
  constructor({
    canvas,
    width,
    height,
    cameraPosition,
    fieldOfView = 75,
    nearPlane = 0.1,
    farPlane = 100 })
  {
    this.parameters = {
      count: 1500,
      max: 12.5 * Math.PI,
      a: 2,
      c: 4.5 };

    this.scene = new THREE.Scene();
    this.scene.background = new THREE.Color("#00101a");
    this.clock = new THREE.Clock();
    this.data = 0;
    this.time = { current: 0, t0: 0, t1: 0, t: 0, frequency: 0.0005 };
    this.angle = { x: 0, z: 0 };
    this.width = width || window.innerWidth;
    this.height = height || window.innerHeight;
    this.aspectRatio = this.width / this.height;
    this.fieldOfView = fieldOfView;
    this.camera = new THREE.PerspectiveCamera(
    this.fieldOfView,
    this.aspectRatio,
    nearPlane,
    farPlane);

    this.camera.position.set(
    cameraPosition.x,
    cameraPosition.y,
    cameraPosition.z);

    this.scene.add(this.camera);
    this.renderer = new THREE.WebGLRenderer({
      canvas,
      powerPreference: "high-performance",
      antialias: false,
      stencil: false,
      depth: false });

    this.pixelRatio = Math.min(window.devicePixelRatio, 2);
    this.renderer.setPixelRatio(this.pixelRatio);
    this.renderer.setSize(this.width, this.height);
    this.timer = 0;
    this.addToScene();
    this.addButton();

    this.render();
    this.postProcessing();
    this.listenToResize();
  }
  start() {}
  render() {
    this.renderer.render(this.scene, this.camera);
    this.composer && this.composer.render();
  }
  loop() {
    this.time.elapsed = this.clock.getElapsedTime();
    this.time.delta = Math.min(
    60,
    (this.time.current - this.time.elapsed) * 1000);

    if (this.analyser && this.isRunning) {
      this.time.t = this.time.elapsed - this.time.t0 + this.time.t1;
      this.data = this.analyser.g.........完整代码请登录后点击上方下载按钮下载查看

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